Drive owned workers through RuntimeParts, SingleThreadRuntime, and engine worker drivers. Update bindings, Myelin, transport/driver tests, specs, and archive the multicore draft spec.
237 lines
7.2 KiB
Rust
237 lines
7.2 KiB
Rust
//! swactor · ping-pong -- a minimal WebAssembly actor demo.
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//!
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//! Two actors, `Ping` and `Pong`, volley a ball back and forth on a
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//! single-threaded actor runtime compiled to wasm. The host (Node.js) advances
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//! the runtime one step at a time with `tick()` and drains a shared log inbox
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//! to print each volley.
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//!
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//! When the volley cap is reached the hitter stops; the other actor, which is
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//! *watching* it, observes the death, posts a final summary, and stops too.
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//! This shows the three load-bearing swactor ideas in one place: spawning
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//! actors, message passing, and death monitoring.
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//!
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//! Build & run from this directory: `./run.sh`
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use std::sync::Arc;
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use wasm_bindgen::prelude::*;
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use swactor::actor::{ActorAddress, ActorExited, ActorInterface};
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use swactor::runtime::{
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Ctx, Inbox, Runtime as SwactorRuntime, RuntimeConfig, RuntimeParts, SingleThreadRuntime,
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};
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use swactor::std::{CtxWatching, StdExtension};
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// ─── Host-facing bindings ───────────────────────────────────────────────────
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/// Opaque actor-address handle, passed between spawn calls and the host.
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#[wasm_bindgen]
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#[derive(Clone)]
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pub struct Addr(ActorAddress);
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/// Inbox the host polls each tick for log lines and the final summary.
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#[wasm_bindgen]
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pub struct LogInbox {
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inner: Inbox<String>,
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}
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#[wasm_bindgen]
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impl LogInbox {
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/// The address actors send their log lines to.
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pub fn addr(&self) -> Addr {
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Addr(*self.inner.addr())
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}
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/// Pop the next log line, or `undefined` when empty.
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pub fn try_recv(&self) -> Option<String> {
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self.inner.try_recv()
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}
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}
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/// The ping-pong app: a single-threaded swactor runtime with the std extension
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/// (watching) installed. The host drives it by calling [`App::tick`].
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#[wasm_bindgen]
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pub struct App {
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rt: SwactorRuntime,
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host: SingleThreadRuntime,
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}
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#[wasm_bindgen]
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impl App {
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#[wasm_bindgen(constructor)]
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pub fn new() -> App {
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let parts = RuntimeParts::new(RuntimeConfig {
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worker_count: 1,
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..RuntimeConfig::default()
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})
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.with_extension(Arc::new(StdExtension::new()));
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let rt = parts.runtime().clone();
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let host = SingleThreadRuntime::new(parts);
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App { rt, host }
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}
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/// Advance the runtime one tick.
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pub fn tick(&mut self) {
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self.host.tick();
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}
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/// Actors currently alive.
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pub fn actor_count(&self) -> usize {
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self.rt.stats().actors.len()
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}
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/// Total messages processed across all workers.
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pub fn total_messages(&self) -> f64 {
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self.rt
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.stats()
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.workers
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.iter()
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.map(|w| w.messages_processed)
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.sum::<u64>() as f64
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}
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/// Create a log inbox the host drains each tick.
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pub fn new_log(&self) -> LogInbox {
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LogInbox {
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inner: self.rt.new_inbox().expect("new_log"),
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}
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}
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/// Spawn the `Pong` actor. Returns its address.
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pub fn spawn_pong(&self, log: &Addr, max_volleys: u32) -> Addr {
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let addr = self
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.rt
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.spawn(Pong {
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log: log.0,
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max: max_volleys,
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})
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.expect("spawn pong");
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Addr(addr)
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}
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/// Spawn the `Ping` actor, pointed at an existing `Pong`. Returns its address.
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pub fn spawn_ping(&self, pong: &Addr, log: &Addr, max_volleys: u32) -> Addr {
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let addr = self
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.rt
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.spawn(Ping {
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pong: pong.0,
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log: log.0,
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max: max_volleys,
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})
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.expect("spawn ping");
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Addr(addr)
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}
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}
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// ─── The ball ───────────────────────────────────────────────────────────────
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/// A ball in flight between the two actors.
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///
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/// `volleys` is the running hit count -- each hitter increments it. `from` is
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/// the address the ball came from (and should be returned to). `Ping` knows
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/// `Pong` from spawn time so only `Pong` reads `from`, but both set it so the
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/// protocol reads symmetrically.
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#[derive(Clone)]
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struct Ball {
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volleys: u32,
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from: ActorAddress,
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}
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// ─── Ping ───────────────────────────────────────────────────────────────────
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struct Ping {
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pong: ActorAddress,
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log: ActorAddress,
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max: u32,
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}
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impl Ping {
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/// Hit the ball as volley number `v`: log it, then either return it to Pong
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/// or, if the cap is reached, stop.
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fn volley(&self, ctx: &Ctx, v: u32) {
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let _ = ctx.send(self.log, format!("ping | volley {:>2}/{}", v, self.max));
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if v < self.max {
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let _ = ctx.send(
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self.pong,
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Ball {
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volleys: v,
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from: ctx.self_addr(),
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},
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);
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} else {
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let _ = ctx.send(self.log, "ping | cap reached, stopping".to_string());
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ctx.stop_self();
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}
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}
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}
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impl ActorInterface for Ping {
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type Incoming = Ball;
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type Response = ();
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fn on_start(&mut self, ctx: &Ctx) {
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// Ping knows Pong from spawn time, so it can watch it immediately.
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ctx.watch(self.pong);
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self.volley(ctx, 1); // serve
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}
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fn handle(&mut self, ctx: &Ctx, ball: Ball) {
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// Pong returned the ball; this is our next hit.
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self.volley(ctx, ball.volleys + 1);
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}
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fn on_actor_exit(&mut self, ctx: &Ctx, exited: ActorExited) {
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let _ = ctx.send(
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self.log,
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format!(
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"done | rally complete -- {} volleys played (pong exited: {:?})",
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self.max, exited.reason
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),
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);
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ctx.stop_self();
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}
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}
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// ─── Pong ───────────────────────────────────────────────────────────────────
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struct Pong {
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log: ActorAddress,
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max: u32,
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}
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impl ActorInterface for Pong {
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type Incoming = Ball;
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type Response = ();
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fn handle(&mut self, ctx: &Ctx, ball: Ball) {
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// Watch whoever served this ball. Idempotent across volleys, so this is
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// also how Pong (spawned before Ping) first learns Ping's address.
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ctx.watch(ball.from);
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let v = ball.volleys + 1;
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let _ = ctx.send(self.log, format!("pong | volley {:>2}/{}", v, self.max));
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if v < self.max {
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let _ = ctx.send(
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ball.from,
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Ball {
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volleys: v,
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from: ctx.self_addr(),
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},
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);
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} else {
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let _ = ctx.send(self.log, "pong | cap reached, stopping".to_string());
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ctx.stop_self();
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}
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}
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fn on_actor_exit(&mut self, ctx: &Ctx, exited: ActorExited) {
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let _ = ctx.send(
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self.log,
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format!(
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"done | rally complete -- {} volleys played (ping exited: {:?})",
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self.max, exited.reason
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),
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);
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ctx.stop_self();
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}
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}
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